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Grey Knight Squad
-Justicar, 9 grey knights, incinerator (295)
Grey Knight Squad
-Justicar, 4 grey knights, 2 psycannons, auspex, targeter (202)
Grey Knight Dreadnought
-Twin Linked Lascannon, extra armour. smoke launchers, hunter killer missile (153)
-Psycannon, targetor, auspex
-Retinue: 2 heavy bolter servitors, 1 plasma cannon servitor, 1 mystic, 2 sages (169)
Evorsor Assassin (95)
1005 Points (5 points over but since i mainly play friendly they should not mind)
My rough plan is for the evorsor to infiltrate and charge 2nd turn and attack a squad like a devorstator squad.
The 10 man squad will probably just stroll down the board unleashing general destruction.
The 5 man grey knight squad will act as a mobile fire support squad and will probably take an objective. The Brother captain will probably join up with this squad for most of the game.
The Dreadnought will go tank hunting and/or support the 10 man grey knight squad.
The Inquistor and retinue will act as fire support and if any enemies try to deepstrike near the squad they will shoot them as well.
Last edited by The Acolyte; November 18th, 2009 at 08:22.
Very cool 1000 pt list, big fan of the eversor myself and you seem to know what to throw him at (more more importantly what NOT to throw him at)
One thing I could say, is you don't have very much "anti tank" beyond the dread, only issue it could be is if you end up against someone bringing a few rhinos/chimeras/walkers whatever, they take out your dread and they are home free.
Ill be honest I'm a big converted fan to 5 man IST squads with 2 meltas in a rhino with extra armor/smokes, 128 pts. Gives you anti tank + anti-termie/MC fire (if they don't have tanks) plus another troop.
At 1000 pts you seem to have enough stationary fire packed into the Inquisitor squad, So id say bring something thats gonna cart up with your walking GKs (drop the 5 man psycannon squad and bring the BC up with footsloggers)
Just for the sake of devil's advocatantry...I would leave the psycannon GreyKnights in. They give you a nice anti fire support transport option. And if you are lucky/opponent is foolish you will be able to shoot the guys getting out of the transport with the inquisitor which looks like it is not playable right now because I don't think it is a lord and a non lord can only have 6 henchmen. I think you are going to have to lose a mystic.
Also I would lose the incinerator, it likely wont be used because anyone who is leaving troops to be sacrificed (with in range of a PAGK squad with an incinerator and charge) probably is doing so for a reason. I think the versitiliy of the storm bolter is more valueable as well as the extra power in close combat. The only time I would use an incinerator is in a unit that is transported.
err, the inquisitor squad isn't legal. Can only have a max of 6 in a retinue for an elites choice, needs to be an inq lord to have any more.
less hate more kittens
Hey guys thanks for your responses
I have changed the list in the first post so that the inquistor and retinue is legal.
All replies are welcome
In a 1k list, you should be able to get away with only a dread. Don't discount the S6 of your knights as that is a krak grenade and can glance most rear armor, you'll need 6's to hit but it's just in case the dread falls.
I say drop the incinerator because like everyone said, they just won't see any action unless they get transported. The stormbolter will kill more on foot because it's always shooting.
I was thinking of swapping the incinerator grey knight for 1 death cult assain.
My idea was for teh death cult assain to infiltrate in with the evorsor and help him out in close combat. The way i see it, it gives me an extra chance to catch a fleeing enemy.
I have actually never used death cult assains before and i would appreciate any comments and suggestions thanks.